levelHead /Device #4

levelHead is a spatial memory game by Julian Oliver.

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levelHead uses a hand-held solid-plastic cube as its only interface. On-screen, it appears each face of the cube contains a little room, each of which are logically connected by doors.

The visual output is captured via a camera, and later overlaid onto the printed, checked. After which, the entire image (background and computerised overlaid graphics) and then projected onto a different, larger screen.

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In one of these rooms is a character. By tilting the cube the player directs this character from room to room in an effort to find the exit.

Some doors lead nowhere and will send the character back to the room they started in, a trick designed to challenge the player’s spatial memory. Which doors belong to which rooms?

There are three cubes (levels) in total, each of which are connected by a single door. Players have the goal of moving the character from room to room, cube to cube in an attempt to find the final exit door of all three cubes. If this door is found the character will appear to leave the cube, walk across the table surface and vanish.. The game then begins again.
Source
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It is a very interesting idea, that a simple object can be transformed into a device, without the object itself having any technical aspect. Rather, the object, or in this case the device, acts more of a medium on which a screen-based projection is overlaid on. The blend between the physical object and the projection here is seamless, and feels intuitive enough for the user. Personally, it is a very clever and simple idea.

From the documentation video, I noticed that the projections were a little too small for the eye to look at, but in subsequent installations, a larger screen was used to circumvent this limitation. In addition, I found the concept of this art to be very relevant to the medium – the physical space of imaginary and unseen architecture (through a digital world), realised through physical muscle memory and brain memory, reflects how modern day memory formation is created, through artificial computerised means, yet still reliant on ‘traditional’ techniques.

Creation Process

It consists of:
– 5 x 5 x 5 cubes, unique image (marker) on each face
– Computer with LinuxOS
– Sony EyeToy Camera
– Clean White Surface

 

Softwares used:
Vim
Blender
osgART
OpenSceneGraph
ARToolKit
ARToolKitPlus
osgCal

 

 

The Belty /Device #2

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Belty Good Vibes is a wearable device created by Emiota, a French start-up, and it is available for pre-order from $395 onwards.

Description:

The smart belt – called The Belty – connects to the user’s smartphone to set up different preferences based on things like sitting or standing.

The Belty has a number of motors built in, and it will automatically tighten when the wearer stands up, and loosen when he sits down. It will also loosen if the wearer has eaten too much.

Apart from the most logical use, The Belty can also track the user’s activity via built-in accelerometer and gyroscope.

It knows exactly how much you’ve been moving and if you should be more active in your life. It will also give you a nudge if you’ve been sitting for too long.

Screen Shot 2016-08-28 at 1.58.53 AM

In addition, Belty comes with a sister application, to showcase data recorded by the device, and help the user plan for a healthier lifestyle.

According to an article on IT ProPortal, the founders of Emiota believe (that) we shouldn’t be creating new wearable things, but add technology to what we already wear, including shoes, glasses, gloves or belts. This interesting opinion was also noted by Prof Demers, who mentioned that by utilising items (technology) that are in use, users already have a preconceived idea of how to utilise the item. It thus assists in userbility, making it easier for the user to interact with the ‘newer’ item.

Here is a youtube video showcasing the prototype:

References:
http://www.ubergizmo.com/2016/01/belty-good-vibes-smart-belt-ces/
http://www.itproportal.com/2015/01/07/introducing-belty-first-wearable-kind/
http://www.dailydot.com/debug/belty-health-reminders-belt-ces-2016/

 

Necomimi /Device #1

The Necomimi is a wearable device which senses the user’s brainwaves and reacts accordingly. The neko (cat)’s ears, at the top of the band wiggles and changes direction in accordance to the brainwaves sensed.

LetsGetStarted

How it works (Official Company Statement):

Step 1: Neurons firing in the brain give off electrical impulses, which are picked up by the forehead sensor.

Step 2: The Necomimi headset captures brainwave data, filters out electrical noise from the environment, and interprets it with NeuroSky’s Attention and Meditation algorithms.

Step 3: Your mental state is translated into ear movements and shared with those around you!

necomimi-cat-ear-brainwave-headband-2

The necomimi adopts a very simple, user-friendly design – ear-like extensions of both sides, and a protruding sensor to sense EEG. The necomimi perches on a user’s head, the same way a headband does.

It is a visual representation of our brainwaves, and like our feline friends who communicates via body language, the necomimi tries to emulate this unspoken communication through the realistic depiction of cat’s ears.

In my opinion, the necomimi is definitely appealing to the common crowd, especially the animal-lovers. Its cute and simple design makes it easily an accessory to your common day wear. However, beyond its novelty, there is little practical use for it.

Perhaps, more additions could be made to it – to increase its user mileage, and interaction between fellow necomimi users, the necomimi could:
– light up when other users are near, prompting the user to interact with fellow neco enthusiasts
– include other sound effects, or changing in colour, ie. more output feedback

 

Credits:
https://www.diygenius.com/hacking-your-brain-waves/

http://support.neurosky.com/kb/necomimi/how-does-necomimi-work-what-do-the-ear-movements-mean